Game Design

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Scripted events play the same way every time a player plays a level.Half-Lifeused
scripted events, sometimes combined with dynamic AI, to produce very impressive
gameplay effects that gave the illusion of a very smart AI system.


Sim: Short for simulator or simulation.SeeSimulation.


Simulation: Typically, in games that are described as simulations, the primary goal of
the game’s designer is to model a real-life system accurately and realistically, instead of
simply making the game as fun as possible. This system could be anything, such as an
aircraft of some kind, a race car, or a city. Simulation can also refer to a type of game pro-
gramming where, instead of hard-coding different outcomes to player input, various
systems are created out of which responses emerge. For example,System Shockand
Deus Exare systems- or simulation-based action/RPGs.


Simulator: SeeSimulation.


Skeletal Animation: An alternative to vertex deformation for 3D animations. With a
skeletal animation system, the game keeps track of an animating character’s skeleton.
The animation then controls this skeleton, moving the animating character’s mesh to
match the skeleton properly. A skeletal animation system has the advantage of causing
animations to take up much less space than when they are animated using a technique
such as vertex deformation, and often leads to superior looking animations. Further-
more, the skeleton can be controlled procedurally for inverse kinematics effects of
various types.See alsoVertex DeformationandInverse Kinematics.


Skin: In gaming, skin refers to the texture set being used on a 3D player character in
a game likeQuake III Arena,Unreal Tournament,orThe Sims. Players will get to
choose what skin they play the game with, either from the default collection that comes
with the game or by making their own and importing it into the game.


SKU: Stands for stock keeping unit or shelf keeping unit. It is the unique number
associated with every bar code and used by stores to track their inventory. Each unique
version of a game is sometimes referred to as a different SKU. If one game ships for dif-
ferent platforms, say Macintosh and PC, then each version is a separate SKU. Similarly,
ThiefandThief Goldare two different SKUs, though they are practically the same game.


Software Toy: A term coined by Will Wright of Maxis to describe that company’s
first product,SimCity. A software toy is quite similar to a game, except that it defines no
criterion for success. Players are just left to play with the game as they wish without
ever “winning” or “losing.” Yet players may make a software toy into a game by defin-
ing their own personal conditions for success.See alsoGame.


Split-Screen: A technique whereby multiple players are allowed to play and/or com-
pete on a single computer or console because the screen is split into (typically) two or
four sections. Each section then displays the portion of the game-world relevant to
each player playing the game. The disadvantage to split-screen gaming over online
gaming is that all the players can see the screens of the other players. The advantage to
split-screen gaming is that all the players play in close proximity to each other, allowing
for a significantly more social experience.


State-Based AI: A type of AI that uses states for each of its agents. States include
actions such as idle, walking, attacking, and so forth. The AI then switches the agent
from one state to another depending on the conditions of the game-world. May also be


Glossary 669

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